110,876 Commits over 3,897 Days - 1.19cph!
Subtracting BoneFollower removal again because fuck me
heavy plate helmet, heavy plate jacket, heavy plate pants, bandana, baseball cap, beenie hat, boots, candle hat, incendiary pistol bullet, shotgun trap, flame turret, metal shop front and small water catcher can now be researched
Removed need to be wet when trying to drink from bodies of water (was only testing on server, clients had it commented out -> weird behaviour)
Removed weird duplicate raycasts from water drinking tests (now raycasting only in GetWaterDrinkingPoint)
A NavMesh Grid Cell will now reuse terrain mesh data for all agent layers properly.
drop box, fridge, locker, mail box, chair, small planter box, table, vending machine, rug, rug bear skin and search light can now be researched.
Campfire default
Double wooden door default
Wooden window bars default
Bandage default
Wooden armour default
Wolf Headdress default
workbenches, sheet metal door, research table default blueprints
buckle up - merge into main
changed literally everything
all new loot spawns
can only repair items if you have the blueprint
found weapons start with very low condition
workbench health and recipes
recipe balance
scrap balance
Tweak large gate sounds to match new anim speed
fixed scrap coming from food boxes (wtf)
specatators can use map (mod support)
setup research costs for all items
setup workbench reqs for all items
added 'basic' wood crate
made the vehicle tire smoke taper off when the car goes airborne
Fixed lake topology settings
Fixed harbors spawning in lakes
Network++
Save++
Fixed sky reflection rgbm decode intensity mapping
Fixed bus stops and power substations spawning on top of roads at T and Y intersections
Roads avoid being split by monuments and prefer going around them (until I add monument road connection points)
Tweaked shadow refl occlusion to avoid undershadowing (RUST-1771)
Adding parts of the new road generation algorithm (much faster and better looking, not 100% continuous yet)
Added and updated prefabs for hair style 1, style 2, female and male armpit and pubic hair, female and male eyebrows, facial hair style 1 with morph targets
Added temp icons for prefabs
Removed old and erroneous files
High external walls and gates require some space between them when placed parallel to each other (i.e. when stacking them)
Barricade placement tweaks (concrete, stone and sandbag)
Rivers and roads check topologies in a radius when finding their paths
Fix for foliage bug introduced in
23073
Re-saved lake scenes / terrain assets
Disabled compression on lake prefab scene terrain maps
Added ice lakes to map generation
Added randomization scripts to ice lakes
Monument randomization script improvements and fixes
Merge from snow_biome_revamp
Re-baked custom map water textures
Water map bake encoding fix
Increased resolution of some terrain maps
Water map is stored as short instead of float
Better terrain map index to coordinate conversion
Scientists no longer shoots right through animals.
google sheet balance implementation